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(295.99 KB 2048x2048 STHG CARD LOGO.png)

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/STHG/ Card Game Cardfag anon 06/08/2025 (Sun) 03:35:39 No. 39016
This is the thread for the /STHG/ Card Game! (Working title, maybe) Here we discuss the card game in works. The project can be found here, https://pastebin.com/Qi128FSh The goal of the game is to guide your runner to the end of the track to score emblem points. Player use items, treasures, and their cheer stand to support their runners to the goal, while using enemy cards to keep a defense. Discuss the rules, balance, art, and game ideas. Thanks for everyone's help on this project! Excuse the logo, I made it in 10 minutes from scratch when i realized I would need a logo for this thread
(1.13 MB 822x1122 Chaos (Roads).png)

(3.53 MB 822x1122 Honey (Alota).png)

(3.53 MB 822x1122 Marine (RDC).png)

(3.53 MB 822x1122 Mina (Bobo).png)

(3.53 MB 822x1122 Rouge (Roads).png)

(960.03 KB 822x1122 Amy Rose (R).png)

(3.53 MB 822x1122 Sonic (RDC2).png)

(3.53 MB 822x1122 Ring Box.png)

Mercifully Bobo is working on a different Sonic card that looks way better. Thank god.
(3.53 MB 822x1122 Mina (Bobo).png)

>>39017 Oops, forgot to nerf Mina,
(2.62 MB 2724x2291 eukawanic.png)

(1.72 MB 2724x2291 nic.png)

(1.66 MB 2724x2291 bg.png)

Here you go, feel free to cook up a seperate bg if you want >>39019 NOOOOOOOO
(3.53 MB 822x1122 Sonic (Bobo).png)

>>39138 YES, now we have a fantastic looking flagship card And this art is fantastic, I think you're at professional level now.
>>39138 Cool, this looks like old Uekawa art!
>>39138 This is rad as fuck! How long did it take you to make it?
>>39138 This looks absolutely amazing. Wonderful job.
>>39138 I love this art style way too much. I think the arms and legs should probably be a bit thicker? The socks should definitely fit more snugly
Plan tonight: Going to go to bed, update the rentry on my laptop with Bobo's new card. And had several ideas I wrote down while working my job, Sara and Old Man Owl. Sara's primary function is to pay rings to force redos on battles you lost, (Skill is called, "one more game", and based on her making Eggman rematch her in video games over and over.) And Old Man Owl will be a kamikaze type card, who's function is to deal damage to an entire row and try to get a quick emblem point before automatically discarding the turn after use. (Based on him constantly crash landing and almost killing Tails.) Other than that there was an issue I've been racking my brain over, that Sonic himself has been creating. If there was any card that could fine to be slightly over powered, it would be Sonic. The problem being is that S point speed allows you to automatically move to the end. My worry is if someone some how gets to do that on the very first turn, before the other player has any way to countering with any kind of set up. It's not that you get an early point, that's not a big deal, it's that Sonic could probably sit there for a few turns before the opponent can do anything leaving a huge starting lead. I was thinking of making some arbitrary rule that disallowed S points on first turn, but that felt clumsy. My current solution is to add a series of items that focus on defense that would give players options to focus on when building decks. The main one being the "Bumper" item. (Select one runner, move that runner back one row) Then there's Bump, Sage, and Bait. Bump and Sage will affect the pace points, automatically moving cards forwards or backwards based on their namesakes. And Bait will have question-mark values that make her pretty sturdy on defense, and worthless attack, and she can jump in when your runners are targeted for battle and take their place. She baits their attacks. And while thinking of Bait and Sage, it make me realize that the row numbers should be reversed. So it would be like, board pages, 1's the front and 10's the back and if you go past 10 your card is removed. Seems obvious now that I think about it. Good night!
(3.59 MB 3000x3000 Pov you are me irl.png)

>>39165 About 7 hours give or take over the course of a few days bc i procrastinate a lot >>39171 I realized that too abt the socks after I was done... I was too lazy to get a high quality reference so i was lookin at a tiny ass blurry image of uekawa sonic while drawing lol >>39161 >>39170 Thank u
(1.75 MB 3140x1924 Sonic's boots archived.jpg)

>>39191 AIIEEEE SUMIMASEN
>>39190 >he doesn't have a folder full of high resolution uekawa reference images what kind of fan are you >>39191 They look like socks and if I say socks people will understand what I'm trying to say.
(3.53 MB 822x1122 Sara (RDC).png)

>>39280 Nice, the project is progressing decently lately
>>39283 If I get some free time, my next idea is to wildly churn out sketches so at the least the other cards are made to some extent. If everything has at least a stand in, then the game will be in a playable state.
(3.53 MB 822x1122 Sketch Amy Rose Card.png)

(3.53 MB 822x1122 Sketch Knuckles Card.png)

(3.53 MB 822x1122 Sketch Yuta Card.png)

Made sketches for cards without art so far (And Amy) getting a sketch done a day, just so we have some placement art. Buffed Knuckles and Amy while at it, they were not as strong as MCs should have been.
The Yuta card is awesome
(1.75 MB 2000x2502 knuxfinal.jpg)

(780.77 KB 1981x1166 knuckles.png)

(1.39 MB 2000x2502 bg.jpg)

(1.76 MB 2000x2502 notthefinalversion.jpg)

my contribution, i hope the size is fine
>>41037 Cool
>>39634 Cold take, I like when card games have different art variants so you should leave some as just sketches (then short print them to increase value)
>>41037 holy shit this looks phenomenal
>>41037 THAT'S FUCKING AMAZING! Jesus I take two days off and shit man! brb with the card made up.
(3.53 MB 822x1122 Knuckles (CDT).png)

>>41037 Thanks for splitting the background and character, but honestly you did a good job with your first arrangement, I'm just using it. Damn, makes me wish I made Knuckles a treasure support than a rounded power house type.
(3.35 MB 3000x3000 Cosmo Card.png)

Cosmo Card art I never did anything like this before and had no idea what I was doing.
>>41214 Nice! The eyes look kinda weird, and I'm not able to say why that is, but I like it otherwise.
>>41222 Maybe that they're too high?
>>41224 I think they're too small
(3.53 MB 822x1122 Blaze (Smileborea).png)

(3.53 MB 822x1122 Cosmo (RDC).png)

(3.53 MB 822x1122 Chaos (Roads).png)

Alright, got the new cards made up. Finally settled on a set for Cosmo. Got Smile's Blaze in, thought the bowling alley from Twinkle Park was a good BG since it has a really similar color scheme to Blaze. And I'm sorry for taking so long to update it but I finally got Road's Chaos on the new format. I have one more Runner card made up but I haven't asked if I could post it yet, it looks amazing. While I was at it, gave Chaos a tiny debuff, for a card that was suppose to be attacking his support ability was too good.
(3.53 MB 822x1122 Rhino Tank Sketch.png)

(937.47 KB 822x1122 Rhino Tank.png)

And I'm working on the first enemy card! Spiffed up the format of the card, looks a lot nicer now.
(3.53 MB 822x1122 Bark (Stolken).png)

Bark's here, thanks Stolken!
(3.53 MB 822x1122 Blaze (Smileborea).png)

>>41776 Did a retry at Blaze
This looks so good thank you
Alright, I got an enemy card finished, If we can get an Amy, Tails, Eggman, and a zone card, I can finish a "How to Play" video to fully launch the project.
(3.53 MB 822x1122 Tails (RDC).png)

Myyeeehhh... It will do for now, my original idea was a sky view of the SA1 workshop, but I don't have time. Will redo at a later date, but we have a Tails card now.
>>42069 Cute!!! :) >a sky view of the SA1 workshop That's one of my favorite locations in the series


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